Questions in topic: "engine compile"https://answers.unrealengine.com/questions/topics/single/518357.html
The latest questions for the topic "engine compile"Android Project not compiling with enabled Apex Dustructionhttps://answers.unrealengine.com/questions/897995/android-project-not-compiling-with-enabled-apex-du.html
When Apex Destruction enabled, android (API-26, Samsung J5-2016) project not compiling/ When not enabled - work perfectlyandroidengine compilecompilation logMon, 20 May 2019 18:13:48 GMTsaenko-avUpgrading from UE4.20 to UE4.22.1 "Unable to merge actions producing RMPlayerController.cpp.obj: prerequisites are different"https://answers.unrealengine.com/questions/897581/upgrading-from-ue420-to-ue4221-unable-to-merge-act.html
I pulled and built the engine in a clean directory, then attempted to convert my project (copy) and received this message. Anyone have tips?
The project could not be compiled. Would you like to open it in Visual Studio?
Running E:/UnrealEngine-4.22.1-clean/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="D:/RedMarsGame/Application/RedMarsColonizer 4.22/RedMarsColonizer.uproject" -TargetType=Editor -Progress -NoHotReloadFromIDE
Creating makefile for RedMarsColonizerEditor (no existing makefile)
@progress push 5%
Creating makefile for UnrealHeaderTool (no existing makefile)
@progress push 5%
@progress pop
Parsing headers for RedMarsColonizerEditor
Running UnrealHeaderTool "D:\RedMarsGame\Application\RedMarsColonizer 4.22\RedMarsColonizer.uproject" "D:\RedMarsGame\Application\RedMarsColonizer 4.22\Intermediate\Build\Win64\RedMarsColonizerEditor\Development\RedMarsColonizerEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors
Reflection code generated for RedMarsColonizerEditor in 39.0908656 seconds
@progress pop
ERROR: Unable to merge actions producing RMPlayerController.cpp.obj: prerequisites are different
ERROR: Unable to merge actions producing RMPlayerController.cpp.obj: prerequisites are different
ERROR: Action graph is invalid; unable to continue. See log for additional details.c++engine compileupgradeSat, 18 May 2019 23:00:35 GMTSlavaslaveIs there a compiling bug in 4.22https://answers.unrealengine.com/questions/895842/is-there-a-compiling-bug-in-422.html
I used Unreal Engine 4.22 for a while without any problems but for some reason recently when I try to add assets to a project and try to compile all the meshes and stuff it won't actually compile. It will say it's compiling but it will stay the number it started with indefinitely. IDK if it is a bug or a problem with my computer but when I tried looking for any information I couldn't find anything. If this is a bug then is it a waiting game or is there a way to fix it, if it isn't a bug and it is my computer then is there something I did that caused this?bugengine compile4.22Sat, 11 May 2019 22:10:50 GMTTheHunter183Create site HTML5https://answers.unrealengine.com/questions/895906/create-site-html5.html
Hello! Can I develop a website on UE4? I really like working on UE4. Recently faced with the compilation of HTML5 and now I want to know whether it is possible to create sites on the enginehtml5engine compiledevelopersiteSat, 11 May 2019 06:51:05 GMTNikoniko2027Engine in WSL environmenthttps://answers.unrealengine.com/questions/895017/engine-in-wsl-environment.html
Has anyone run the engine in WSL environment after compiling through crosutils?
I have one issue after compiled it in any configuration
> ./UE4Editor-Linux-Debug: symbol lookup
> error: /mnt/e/Unreal Engine
> 4/Engine/Engine/Binaries/Linux/libUE4Editor-UnrealEd-Linux-Debug.so:
> undefined symbol:
> _Z50Z_Construct_UClass_UAnimPreviewInstance_NoRegisterv
on real linux system, after compiling through native binutils, i have no errors. But my primary develop platform are Windows and i prefer building here. And if it possible run in WSL it will be very comfortably to debuglinuxengine compilewindows 10cross compilingTue, 07 May 2019 18:32:05 GMTTehnoMagCompile error with source code 4.21 and 4.22.1-releasehttps://answers.unrealengine.com/questions/894252/compile-error-with-source-code-421-and-4221-releas.html
Compiling source code fails,Here‘re the info I collected,(VS2017)<br>
[1/37] Module.Sockets.cpp<br>
2>D:\Windows
Kits\10\include\10.0.18362.0\shared\ndis/version.h(7):
error C4668:
'NDIS_MINIPORT_MAJOR_VERSION' is not
defined as a preprocessor macro,
replacing with '0' for '#if/#elif'<br>
[2/37] Module.Icmp.cpp<br>
2>D:\Windows
Kits\10\include\10.0.18362.0\shared\ndis/version.h(7):
error C4668:
'NDIS_MINIPORT_MAJOR_VERSION' is not
defined as a preprocessor macro,
replacing with '0' for '#if/#elif'<br>
2>UnrealBuildTool : error : UBT<br>
ERROR: Failed to produce item:<br>
F:\UnrealEngine421\Engine\Intermediate\Build\Win64\UE4Editor\Development\Sockets\UE4Editor-Sockets.lib
2> (see
../Programs/UnrealBuildTool/Log.txt
for full exception trace)<br>
2>Total build time: 70.19 seconds (Parallel executor: 0.00 seconds)<br>
2>D:\Microsoft Visual Studio
2017\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5):
error MSB3075: The command
"..\..\Build\BatchFiles\Build.bat
UE4Editor Win64 Development
-WaitMutex -FromMsBuild -2017" exited with code 5. Please verify
that you have sufficient rights to
run this command.<br>
2>Done building project "UE4.vcxproj" -- FAILED.<br><br>
[Here is the UnrealBuildTool log][1]<br>
how to solve this,any suggestion, Thank you in advance。
[1]: /storage/temp/275957-log.zipc++engine compile4.21compilation logSat, 04 May 2019 12:09:17 GMTleaf9072GameJam 100 MB cathegoryhttps://answers.unrealengine.com/questions/894151/gamejam-100-mb-cathegory.html
We calculate 100MB including "Engine" folder or without?
Engine itself is 200MB so it would be weird but maybe I am wrongunreal engine 4engine compileengine folderFri, 03 May 2019 20:56:01 GMTFerlinDevCan we use -O3 to build Unreal for Linux now?https://answers.unrealengine.com/questions/893461/can-we-use-o3-to-build-unreal-for-linux-now.html
Looking through the compiler settings, it appears that Linux builds with -O2 because there was a problem with -O3 in the compiler. However that problem was reported 5 years ago in an old version. Is it still a problem? Would it be possible to start using -O3 instead of -O2 now?
I'm looking at the code here:
Engine/Source/Programs/UnrealBuildTool/Platform/Linux/LinuxToolChain.cs
specifically this line:
Result += " -O2"; // warning: as of now (2014-09-28), clang 3.5.0 miscompiles PlatformerGame with -O3 (bitfields?)
It would be nice to be able to build with more optimizations if possible.
Even if PlatformerGame still does not work with -O3, that is just a sample game and not part of Unreal itself, so doesn't seem like a strong reason to disable -O3 globally.buildlinuxengine compileWed, 01 May 2019 13:20:42 GMTMartin Wattcan anyone help with compile calculate direction in unreal engine 4.2.2 ?https://answers.unrealengine.com/questions/892580/can-anyone-help-with-compile-calculate-direction-i.html
![![alt text][1]][1]
[1]: /storage/temp/275333-capture.pngunreal engine 4blueprintsbug reportanimationengine compileMon, 29 Apr 2019 01:04:45 GMTmallikarjun047Ue4 4.21 freezing on material compile "applying changes and use in world"https://answers.unrealengine.com/questions/890093/ue4-421-freezing-on-material-compile-applying-chan.html
Ue4 has been freezing and running horribly all week, now i cant even compile a simple material with a constant plugged into base colour, and used on no meshes in scene. My PC just freezes, ive waited up to 4 hours, and it never catches back up. also having this issue with any general compiling, such as importing landscape
ive tried reinstalling the engine, deleting appdata, reinstalling launcher, reinstalling VS, rolling back GPU drivers, and still nothing. is there any way to clean wipe ue4 files? am i missing something? the engine is unusable and i need it for work, im unsure if i need to reinstall windows?bug reportcrashfreezeengine compileue4 4.21Tue, 16 Apr 2019 03:26:32 GMTElegantSquidCompile error - ShaderCompileWorkerhttps://answers.unrealengine.com/questions/889786/compile-error-shadercompileworker.html
Hey guys,
I'm trying to compile UnrealEngine-dev-magicleap-mlsdk-0.20.0 (For Magic Leap) on MacOS.
I'm running a MacBook Pro 15" (2017) running MacOS Majave v10.14.4 (18E226). Xcode version 10.2 (10E125).
The following environment variables have been added to my bash profile:
export MLSDK="/Users/james/MagicLeap/mlsdk/v0.20.0"
export PATH="/Users/james/MagicLeap/mlsdk/v0.20.0/tools/mldb:$PATH"
Following the readme file, I ran the Setup.command and the GenerateProjectFiles.command files. I then opened up the project in Xcode, selected the shaderCompileWorker and tried to build it, but got the following errors:
"Local variable 'Result' will be copied despite being returned by name" - CodeGenerator.cpp - line 2593
"Local variable 'Out' will be copied despite being returned by name" - UnrealSourceFile.cpp - line
![alt text][1]
Any ideas how to sort this??
[1]: /storage/temp/274202-screen-shot-2019-04-14-at-92201-pm.pngunreal engine 4compile errorengine compileMon, 15 Apr 2019 09:07:20 GMTpukekojporter"Compile Unreal Lightmass" after updating 4.19 project to 4.2Xhttps://answers.unrealengine.com/questions/886743/compile-unreal-lightmass-after-updating-419-projec.html
I have a 4.19 project that is only two levels, but they both build & compile without issue. When I open 4.20 or 4.21 and import the project to upgrade it, everything works fine but I can't build lighting in one level because of the "Compile Unreal Lightmass" error. I assumed it was related to the Swarm Agent. Most of Google and the forums say I need to open a .sln file in Visual Studio but I've been using the Epic Games Store application to download and run the engine. What steps do I need to take to fix this? Thank you :)errorlightmasscompileengine compileMon, 01 Apr 2019 20:34:13 GMTCaseyColoradoWhy does unreal need to compile shaders?https://answers.unrealengine.com/questions/885914/why-does-unreal-need-to-compile-shaders.html
I'm just curious. some times, even when just having a material with a vec3 for color and nothing else, it needs to compile tens of shaders. and seeing how other engines pull this of without any compilation time, or at least a noticeable one, i was wondering what unreal's doing and why?
is it just to achieve better quality at better performance and better support for all shadermodels or just how unreal works?
thanks for your time :Dunreal engine 4materialsrenderingengine compilereal timeThu, 28 Mar 2019 19:43:54 GMTRadioArtzUsing UE4 memory allocation in third party libshttps://answers.unrealengine.com/questions/885467/using-ue4-memory-allocation-in-third-party-libs.html
Hi guys,
I have a problem and need community help. I'm trying to use third party library (in particular google protobuf), but have an issue with iOS shipping build like described here https://answers.unrealengine.com/questions/869991/weird-behavior-with-stdstringstream-on-iphone-xs.html . According to workaround I decided to replace STL allocator and use UE allocation (FMemory::Malloc FMemory::Free etc.), but have an issue with compiling protobuf library - I have to link implementation of UE memory functions, how can I do this ? Does UE4 have compiled static libs or can I get it from source ?unreal engine 4c++engine compileworkaroundWed, 27 Mar 2019 08:19:17 GMTkolobok1386Simply commenting code makes the whole application fail from a non affected class.https://answers.unrealengine.com/questions/884314/simply-commenting-code-makes-the-whole-application.html
Hi everyone, I need some help with a strange error I'm getting in UE4 when compiling my C++ project
the issue is that if I change any functionality of the game, for example I have:
https://gyazo.com/ce92d49eeb6df0e012a7fd415de2844c
and then I comment it like:
https://gyazo.com/2a6d5c2a05c05e50993be5b4d7443aa8
the project stops compiling correctly and start to fail indicating that my Enums.h class which is simply a header that has all of my Enums is failing and everything starts to fail even though the class does contain an Include for the Enums.h and that nothing else except the comment of the code has been changed, it's like the game won't allow me to change the code of my game from the original that I have in git
[Unreal Failed log.txt][1]
[1]: /storage/temp/272017-log.txtc++engine compilecompilation logFri, 22 Mar 2019 17:40:53 GMTWolfAlveinCant compile master branch (Cannot open include file: 'd3d12shader.h')https://answers.unrealengine.com/questions/882590/cant-compile-master-branch-cannot-open-include-fil.html
Hi, I'm trying to compile the MasterBranch which I freshly checked out. it should correspond to 4.22 at this point
I can't compile, I get the following error:
Error C1083 Cannot open include file: 'd3d12shader.h': No such file or directory UE4 C:\Apps\Dev\Epic Games\UE4 MasterBranch\UnrealEngine\Engine\Source\Developer\Windows\ShaderFormatD3D\Private\D3DShaderCompiler.cpp 40
any ideas?
thanks!c++errorengine compile4.22Fri, 15 Mar 2019 17:07:06 GMTChoskercompiling shaders bughttps://answers.unrealengine.com/questions/882478/compiling-shaders-bug.html
basically, whenever i load unreal engine all my textures arnt loaded and to fix this bug, i go into project settings and in the forward rendering section enable forward shading, since from what i have heard from many people, this is a way to fix it.
heres what it looks like
![alt text][1]
[1]: /storage/temp/271440-combattle-unreal-editor-2019-03-14-10-58-32-pm.png
the first time, when it finished compiling, it reloaded the unreal engine project and was stuck at 86%, and wouldnt load further.
Ill wait untill this one finishes, and post what happens next.renderingbugtexturesengine compilefixFri, 15 Mar 2019 03:19:19 GMTSolidPumpMissing cached shader map for material Unreal Engine Source codehttps://answers.unrealengine.com/questions/882441/missing-cached-shader-map-for-material-unreal-engi.html
Help resolve this issue when you run the compiled engine. I can not solve it for a month can you help
![][1]
Here is the error:
LogMaterial: Display: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material
[1]: /storage/temp/271425-1.jpgunreal engine 4c++editormaterialsengine compileThu, 14 Mar 2019 22:28:37 GMTWAER WORLD GAMESUE4のコンパイルボタンで失敗するhttps://answers.unrealengine.com/questions/881301/ue4%E3%81%AE%E3%82%B3%E3%83%B3%E3%83%8F%E3%82%A4%E3%83%AB%E3%83%9B%E3%82%BF%E3%83%B3%E3%81%A6%E5%A4%B1%E6%95%97%E3%81%99%E3%82%8B.html
UE4Editorの上部にある"コンパイル"ボタンを押すと、
「コンパイルに失敗しました！」と出てきます。
ソリューションファイル(.sln)の再生成は確かめてます
[link text][1]
上記のリンクで、「.uproject 」内で「"Enterprise": true」は無かったです。
解決法を教えて頂けますでしょうか。何卒よろしくお願い致します。
■環境
OS: Windows 10
Unreal Engin 4.15.3
Visual Studio Professional 2015
■ログ
コンパイル
CompilerResultsLog: 情報 ERROR: Couldn't find target rules file for target 'TestProjectName' in rules assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
CompilerResultsLog: 情報 Location: D:\Project\Engine\Intermediate\Build\BuildRules\UE4Rules.dll
CompilerResultsLog: 情報 Target rules found:
CompilerResultsLog: 情報 UE4Client - D:\Project\Engine\Source\UE4Client.Target.cs
CompilerResultsLog: 情報 UE4Editor - D:\Project\Engine\Source\UE4Editor.Target.cs
CompilerResultsLog: 情報 UE4Game - D:\Project\Engine\Source\UE4Game.Target.cs
CompilerResultsLog: 情報 UE4Server - D:\Project\Engine\Source\UE4Server.Target.cs
CompilerResultsLog: 情報 BlankProgram - D:\Project\Engine\Source\Programs\BlankProgram\BlankProgram.Target.cs
CompilerResultsLog: 情報 BuildPatchTool - D:\Project\Engine\Source\Programs\BuildPatchTool\BuildPatchTool.Target.cs
CompilerResultsLog: 情報 CrashReportClient - D:\Project\Engine\Source\Programs\CrashReporter\CrashReportClient\CrashReportClient.Target.cs
CompilerResultsLog: 情報 MinidumpDiagnostics - D:\Project\Engine\Source\Programs\CrashReporter\MinidumpDiagnostics\MinidumpDiagnostics.Target.cs
CompilerResultsLog: 情報 CrossCompilerTool - D:\Project\Engine\Source\Programs\CrossCompilerTool\CrossCompilerTool.Target.cs
CompilerResultsLog: 情報 UnrealLaunchDaemon - D:\Project\Engine\Source\Programs\IOS\UnrealLaunchDaemon\UnrealLaunchDaemon.Target.cs
CompilerResultsLog: 情報 DsymExporter - D:\Project\Engine\Source\Programs\Mac\DsymExporter\DsymExporter.Target.cs
CompilerResultsLog: 情報 ShaderCacheTool - D:\Project\Engine\Source\Programs\Mac\ShaderCacheTool\ShaderCacheTool.Target.cs
CompilerResultsLog: 情報 UE4EditorServices - D:\Project\Engine\Source\Programs\Mac\UE4EditorServices\UE4EditorServices.Target.cs
CompilerResultsLog: 情報 UnrealAtoS - D:\Project\Engine\Source\Programs\Mac\UnrealAtoS\UnrealAtoS.Target.cs
CompilerResultsLog: 情報 ShaderCompileWorker - D:\Project\Engine\Source\Programs\ShaderCompileWorker\ShaderCompileWorker.Target.cs
CompilerResultsLog: 情報 SlateViewer - D:\Project\Engine\Source\Programs\SlateViewer\SlateViewer.Target.cs
CompilerResultsLog: 情報 SymbolDebugger - D:\Project\Engine\Source\Programs\SymbolDebugger\SymbolDebugger.Target.cs
CompilerResultsLog: 情報 TestPAL - D:\Project\Engine\Source\Programs\TestPAL\TestPAL.Target.cs
CompilerResultsLog: 情報 UnrealCEFSubProcess - D:\Project\Engine\Source\Programs\UnrealCEFSubProcess\UnrealCEFSubProcess.Target.cs
CompilerResultsLog: 情報 UnrealCodeAnalyzer - D:\Project\Engine\Source\Programs\UnrealCodeAnalyzer\UnrealCodeAnalyzer.Target.cs
CompilerResultsLog: 情報 UnrealFileServer - D:\Project\Engine\Source\Programs\UnrealFileServer\UnrealFileServer.Target.cs
CompilerResultsLog: 情報 UnrealFrontend - D:\Project\Engine\Source\Programs\UnrealFrontend\UnrealFrontend.Target.cs
CompilerResultsLog: 情報 UnrealHeaderTool - D:\Project\Engine\Source\Programs\UnrealHeaderTool\UnrealHeaderTool.Target.cs
CompilerResultsLog: 情報 UnrealLightmass - D:\Project\Engine\Source\Programs\UnrealLightmass\UnrealLightmass.Target.cs
CompilerResultsLog: 情報 UnrealPak - D:\Project\Engine\Source\Programs\UnrealPak\UnrealPak.Target.cs
CompilerResultsLog: 情報 UnrealVersionSelector - D:\Project\Engine\Source\Programs\UnrealVersionSelector\UnrealVersionSelector.Target.cs
CompilerResultsLog: 情報 UnrealWatchdog - D:\Project\Engine\Source\Programs\UnrealWatchdog\UnrealWatchdog.Target.cs
CompilerResultsLog: 情報 BootstrapPackagedGame - D:\Project\Engine\Source\Programs\Windows\BootstrapPackagedGame\BootstrapPackagedGame.Target.cs
CompilerResultsLog: 情報
LogMainFrame: MainFrame: Module compiling took 0.468 seconds
Warning: HotReload failed, recompile failed
[1]: https://answers.unrealengine.com/questions/733754/how-may-i-resolve-an-error-couldnt-find-target-rul.html?sort=oldestunreal engine 4c++engine compileMon, 11 Mar 2019 08:13:53 GMTKT_000Creating Non-Actor Objectshttps://answers.unrealengine.com/questions/876115/creating-non-actor-objects.html
I learned that the actors belong to the level, so I want to create non-actor objects. because I want my objects never to destroy. The Objects I'll create must not have SceneComponent. They're not actor, only the objects I will use to manage the whole game. I want to create something out of the game world.
I usually don't prefer to use GameFramework(GameMode etc.) and Blueprint.
![alt text][1]
For example, I'll tell GameManager to load LoginLevel, when the game is loaded for the first time
class ClientManager : UObject
{
CLASS_NAME _myNetwork; // my network library (using winsock/berkeley sockets)
// To connect to server,create clients .. ...
}
class MapManager : UObject
{
MAP_OBJECT // holds NPCs, Characters in level.
LoadLevel(); UnloadLevel();
}
class GameManager : UObject{ // It will store some game information and has some functions...}
When press the login button in the Login Level or a player is in teleportation zone in xxx_level, the loadmap function will be called.
Also I want my objects to have functions like tick, beginplay.
Let me briefly summarize the life cycle I want to create,
Engine->Call my objects functons->Call level actors functions
**If these are impossible, could you give me alternative ways and advices?**
[1]: /storage/temp/269154-my.pngc++levelengine compileworldobjectsThu, 21 Feb 2019 13:16:03 GMTTUĞRUL SERTError whilst trying to build from sourcehttps://answers.unrealengine.com/questions/875618/error-whilst-trying-to-build-from-source.html
I have run setup.bat, and GenerateProjectFiles.bat -2017 but now i cannot build the engine,
The error is as follows
14>------ Rebuild All started: Project: TestPAL, Configuration: Development_Program x64 ------
14>Object reference not set to an instance of an object.
14>Error: Object reference not set to an instance of an object.
15>------ Rebuild All started: Project: UnrealCEFSubProcess, Configuration: Development_Program x64 ------
15>Object reference not set to an instance of an object.
15>Error: Object reference not set to an instance of an object.
16>------ Rebuild All started: Project: UnrealFileServer, Configuration: Development_Program x64 ------
16>Object reference not set to an instance of an object.
16>Error: Object reference not set to an instance of an object.
17>------ Rebuild All started: Project: UnrealFrontend, Configuration: Development_Program x64 ------
17>Object reference not set to an instance of an object.
17>Error: Object reference not set to an instance of an object.
18>------ Rebuild All started: Project: UnrealHeaderTool, Configuration: Development_Program x64 ------
18>Object reference not set to an instance of an object.
18>Error: Object reference not set to an instance of an object.
19>------ Rebuild All started: Project: UnrealPak, Configuration: Development_Program x64 ------
19>Object reference not set to an instance of an object.
19>Error: Object reference not set to an instance of an object.
20>------ Rebuild All started: Project: UnrealVersionSelector, Configuration: Development_Program x64 ------
20>Object reference not set to an instance of an object.
20>Error: Object reference not set to an instance of an object.
21>------ Rebuild All started: Project: UnrealWatchdog, Configuration: Development_Program x64 ------
21>Object reference not set to an instance of an object.
21>Error: Object reference not set to an instance of an object.
22>------ Rebuild All started: Project: BootstrapPackagedGame, Configuration: Development_Program x64 ------
22>Object reference not set to an instance of an object.
22>Error: Object reference not set to an instance of an object.
23>------ Rebuild All started: Project: ShaderCompileWorker, Configuration: Development_Program x64 ------
23>Object reference not set to an instance of an object.
23>Error: Object reference not set to an instance of an object.
24>------ Skipped Rebuild All: Project: DsymExporter, Configuration: Invalid Win32 ------
24>Project not selected to build for this solution configuration
25>------ Rebuild All started: Project: BlankProgram, Configuration: Development_Program x64 ------
25>Object reference not set to an instance of an object.
25>Error: Object reference not set to an instance of an object.
26>------ Rebuild All started: Project: BuildPatchTool, Configuration: Development_Program x64 ------
26>Object reference not set to an instance of an object.
26>Error: Object reference not set to an instance of an object.
27>------ Rebuild All started: Project: CrashReportClient, Configuration: Development_Program x64 ------
27>Object reference not set to an instance of an object.
27>Error: Object reference not set to an instance of an object.
28>------ Skipped Rebuild All: Project: UnrealLaunchDaemon, Configuration: Invalid Win32 ------
28>Project not selected to build for this solution configuration
29>------ Skipped Rebuild All: Project: UE4EditorServices, Configuration: Invalid Win32 ------
29>Project not selected to build for this solution configuration
30>------ Skipped Rebuild All: Project: UnrealAtoS, Configuration: Invalid Win32 ------
30>Project not selected to build for this solution configuration
31>------ Skipped Rebuild All: Project: MayaLiveLinkPlugin2016, Configuration: Development_Program x64 ------
31>Project not selected to build for this solution configuration
32>------ Skipped Rebuild All: Project: MayaLiveLinkPlugin2017, Configuration: Development_Program x64 ------
32>Project not selected to build for this solution configuration
33>------ Skipped Rebuild All: Project: MayaLiveLinkPlugin2018, Configuration: Development_Program x64 ------
33>Project not selected to build for this solution configuration
34>------ Rebuild All started: Project: MinidumpDiagnostics, Configuration: Development_Program x64 ------
34>Object reference not set to an instance of an object.
34>Error: Object reference not set to an instance of an object.
35>------ Rebuild All started: Project: SlateViewer, Configuration: Development_Program x64 ------
35>Object reference not set to an instance of an object.
35>Error: Object reference not set to an instance of an object.
36>------ Rebuild All started: Project: UnrealLightmass, Configuration: Development_Program x64 ------
36>Object reference not set to an instance of an object.
36>Error: Object reference not set to an instance of an object.
37>------ Rebuild All started: Project: SymbolDebugger, Configuration: Development_Program x64 ------
37>Object reference not set to an instance of an object.
37>Error: Object reference not set to an instance of an object.
========== Rebuild All: 29 succeeded, 17 failed, 7 skipped ==========
Any ideas what the error actually is.engine compilevisual studio 2017Tue, 19 Feb 2019 13:43:10 GMTTheresaJayne"Blueprint Compile Error" but game still works and I can't find where the error ishttps://answers.unrealengine.com/questions/874010/blueprint-compile-error-but-game-still-works-and-i.html
Getting this message when I play in editor:
"One or more blueprints has an unresolved compiler error, are you sure you want to Play in Editor?
BP_Enemy5"
But there are no details about the error. When I try to compile that blueprint I get "Compile of BP_Enemy5 successful!" but the compile icon is still showing me it's dirty like it was not being compiled.
Everything seems to be working though if I ignore the error and play. And if I just restart the editor, I don't get the error message until I try to edit that blueprint. Is that a bug in Unreal? Or is it really an error in my code and so, how can I find out what the error is???
thanksblueprintsblueprintengine compilecompile editorcompilation logWed, 13 Feb 2019 12:13:16 GMThomembarataFailed to download during ./Setup.sh libc.dylib (DllNotFoundException)https://answers.unrealengine.com/questions/871156/failed-to-download-during-setupsh-libcdylib-dllnot.html
Hi,
noticed a new 4.22 branch today and decided to try compiling it. I am running into the same issue as on master branch:
UnrealEngine-4.22$ ./Setup.sh
Registering git hooks... (this will override existing ones!)
Fixing inconsistent case in filenames.
Setting up Mono
Checking dependencies...
Updating dependencies: 0% (0/41479)...
Failed to download 'http://cdn.unrealengine.com/dependencies/UnrealEngine-3479958-543a927e673c42ee89fb13d09ca158a4/01fa198c8120c93d52d0eb1a
447044eb9ec75f22': libc.dylib (DllNotFoundException)
Result: 1
And
UnrealEngine-4.22$ ./Setup.sh
Registering git hooks... (this will override existing ones!)
Fixing inconsistent case in filenames.
Setting up Mono
Checking dependencies...
The following file(s) have been modified:
Engine/Binaries/ThirdParty/Mono/Linux/etc/mono/registry/last-btime
Would you like to overwrite your changes (y/n)? y
Updating dependencies: 0% (0/41479)...
Failed to download 'http://cdn.unrealengine.com/dependencies/UnrealEngine-4325351-eac46e151e7545dbaa48edfd81394e0f/03bde7e760b89c5fb4b85d7a
5588d80d84503b2c': libc.dylib (DllNotFoundException)
Result: 1
Everything seems to work ok on 4.21 branch.
Anybody else ran into this? Any pointers? The URL for the download is ok, it seems to be an issue with local toolchain somehow.
**EDIT:**
export UE_USE_SYSTEM_MONO=1
Seems to work around the issueengine compile4.22failingSun, 03 Feb 2019 11:26:07 GMTAcheta GamesJust updated to 4.21, nomore able to compile!https://answers.unrealengine.com/questions/870042/just-updated-to-421-nomore-able-to-compile.html
Hello everyone,
I just updated to UE 4.21, and each time I try to make a new project in C++ I get this message:
The project could not be compiled. Would you like to open it in Visual Studio?
Running C:/Program Files/Epic Games/UE_4.21/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="E:/Paolo/Documents/Unreal Projects/MyProject/MyProject.uproject" -TargetType=Editor -Progress -NoHotReloadFromIDE
Performing full C++ include scan (building a new target)
Creating makefile for MyProjectEditor (no existing makefile)
Using Visual Studio 2017 14.15.26726 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.15.26726) and Windows 10.0.17134.0 SDK (C:\Program Files (x86)\Windows Kits\10).
@progress push 5%
Parsing headers for MyProjectEditor
Running UnrealHeaderTool "E:\Paolo\Documents\Unreal Projects\MyProject\MyProject.uproject" "E:\Paolo\Documents\Unreal Projects\MyProject\Intermediate\Build\Win64\MyProjectEditor\Development\MyProjectEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for MyProjectEditor in 8,8979117 seconds
@progress pop
Building 8 actions with 4 processes...
@progress 'Compiling C++ source code...' 0%
@progress 'Compiling C++ source code...' 12%
[1/8] PCLaunch.rc
@progress 'Compiling C++ source code...' 25%
[2/8] SharedPCH.Engine.cpp
c:\program files\epic games\ue_4.21\engine\source\runtime\core\public\Windows/WindowsPlatformCompilerSetup.h(22): error C2338: Visual Studio 2017 versions 15.7 and 15.8 are known to have code generation bugs that affect UE4. Please update to version 15.9.
ERROR: UBT ERROR: Failed to produce item: E:\Paolo\Documents\Unreal Projects\MyProject\Binaries\Win64\UE4Editor-MyProject.dll
(see ../Programs/UnrealBuildTool/Log.txt for full exception trace)
Total build time: 27,50 seconds (Parallel executor: 0,00 seconds)
I have no clue what all this stuff means, but I am nomore able to create a new C++ project, and compiling by hand from Visual Studio doesn't work either, it says it cannot be compiled:
1>------ Compilazione ignorata: Progetto: UE4, Configurazione: BuiltWithUnrealBuildTool Win32 ------
1>Progetto non selezionato da compilare per la configurazione della soluzione.
2>------ Inizio compilazione: Progetto: MyProject, Configurazione: Development_Editor x64 ------
2>Building 7 actions with 4 processes...
2> [1/7] SharedPCH.Engine.cpp
2>c:\program files\epic games\ue_4.21\engine\source\runtime\core\public\Windows/WindowsPlatformCompilerSetup.h(22): error C2338: Visual Studio 2017 versions 15.7 and 15.8 are known to have code generation bugs that affect UE4. Please update to version 15.9.
2>UnrealBuildTool : error : UBT ERROR: Failed to produce item: E:\Paolo\Documents\Unreal Projects\MyProject\Binaries\Win64\UE4Editor-MyProject.dll
2> (see ../Programs/UnrealBuildTool/Log.txt for full exception trace)
2>Total build time: 13,27 seconds (Parallel executor: 0,00 seconds)
2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: uscita dal comando ""C:\Program Files\Epic Games\UE_4.21\Engine\Build\BatchFiles\Build.bat" MyProjectEditor Win64 Development "E:\Paolo\Documents\Unreal Projects\MyProject\MyProject.uproject" -WaitMutex -FromMsBuild" con codice 5. Verificare di avere diritti sufficienti per eseguire il comando.
2>Compilazione progetto "MyProject.vcxproj" NON COMPLETATA.
========== Compilazione: 0 completate, 1 non riuscite, 0 aggiornate, 1 ignorate ==========
Sorry for italian parts in the error message, I hope it can be understood the same...c++bug reporteditorcrashengine compileWed, 30 Jan 2019 15:52:14 GMTNumisiEngine compile error 4.21 (GitHub source-release)https://answers.unrealengine.com/questions/868783/engine-compile-error-421-github-source-release.html
Hello everyone.
I downloaded engine from source twice to be sure but I get same error while compiling. I didn't get these errors before with 4.20 or 4.19.
Source is not modified. Just a fork of release branch. I don't know if I need to do anything than using Setup.bat and GenerateProjectFiles.bat for 4.21-release version.
It's not urgent for me right now but I want to test my DedicatedServer with Steam to see what I accomplished so far.
I tried using launcher version 4.21 as -server but I couldn't see my server on Steam Server list. (Ports are open)
![alt text][1]
EDIT: Added output of VisualStudio
1>------ Build started: Project: ShaderCompileWorker, Configuration: Development_Program x64 ------
1>Creating makefile for ShaderCompileWorker (BuildConfiguration.xml is newer)
1>Performing 24 actions (4 in parallel)
1>Module.Core.7_of_8.cpp
1>Module.Core.8_of_8.cpp
1>Module.DesktopPlatform.cpp
1>C:\Program Files (x86)\Windows Kits\8.1\include\um\shlobj.h(972): error C4768: __declspec attributes before linkage specification are ignored
1>C:\Program Files (x86)\Windows Kits\8.1\include\um\ShlObj.h(972): error C4768: __declspec attributes before linkage specification are ignored
1>C:\Program Files (x86)\Windows Kits\8.1\include\um\shlobj.h(972): error C4768: __declspec attributes before linkage specification are ignored
1>ERROR : UBT error : Failed to produce item: C:\UnrealEngine\Engine\Binaries\Win64\ShaderCompileWorker-Core.dll
1>Total build time: 13,42 seconds
1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "..\..\Build\BatchFiles\Build.bat ShaderCompileWorker Win64 Development -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
1>Done building project "ShaderCompileWorker.vcxproj" -- FAILED.
2>------ Build started: Project: UE4, Configuration: Development_Editor x64 ------
2>Creating makefile for UE4Editor (no existing makefile)
2>Performing full C++ include scan (no include cache file)
2>Building UnrealHeaderTool...
2>Creating makefile for UnrealHeaderTool (BuildConfiguration.xml is newer)
2>Performing 7 actions (4 in parallel)
2>Module.Core.7_of_8.cpp
2>Module.Core.8_of_8.cpp
2>C:\Program Files (x86)\Windows Kits\8.1\include\um\shlobj.h(972): error C4768: __declspec attributes before linkage specification are ignored
2>C:\Program Files (x86)\Windows Kits\8.1\include\um\shlobj.h(972): error C4768: __declspec attributes before linkage specification are ignored
2>ERROR : UBT error : Failed to produce item: C:\UnrealEngine\Engine\Binaries\Win64\UnrealHeaderTool-Core.dll
2>Total build time: 5,95 seconds
2>EXEC : error : UnrealHeaderTool failed for target 'UE4Editor' (platform: Win64, module info: C:\UnrealEngine\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest, exit code: OtherCompilationError (5)).
2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
2>Done building project "UE4.vcxproj" -- FAILED.
========== Build: 0 succeeded, 2 failed, 2 up-to-date, 0 skipped ==========
UPDATE: **I think something wrong with Windows 8.1 SDK**
Visual Studio **Community 2017 v15.8.6**
[1]: /storage/temp/266484-error.pngc++engine compilesource codesource controlsource buildFri, 25 Jan 2019 08:34:03 GMTM.FatihSaglamProblem with Making Setup(spawn) Manager with C++https://answers.unrealengine.com/questions/867923/problem-with-making-setupspawn-manager-with-c.html
※sorry about My Poor English Conversation.
Hello, I'm Making Tile setup Manager for my Game Project.
but, there is some problems with making setup Manager. so I want to get some advices from anyone who knows with this.
first, I have made GridSetup Actor Class, this is setup Manager.
then, I made blueprint class derived from GridSetup actor class.
and, I dragged it to Level viewport.
then, I changed Properties Grid X, Grid Y. (row :Grid X , col : Grid Y) this will be applied in level viewport and Make Grid tile in level.
problem are
1. supposing when I set initial Grid X and Grid Y to (2,2) in derived blueprint class setting, and I drag it to level viewport. Setup Manager will make 2X2 Grid. when I moved Setup Manager, 2X2 Grid Also be Moved. but there are duplicated 2x2 Grid at initial Position after already moved Setup Manager.
![alt text][1]
2. in Derived Class blueprint editor, when I Changed Grid X and Grid Y, Grid will be spawned in blueprint viewport. I compiled and saved, and turn off the blueprint editor. but, I turn on blueprint Editor again, Editor's viewport don't have any Grid.
like this below Images.
![alt text][2]
![alt text][3]
I think, these are results of that I Used improper functions to setup grid.
I used PostEditChangeProperty() function. so, Grid Will be spawned when I Change Grid X and Grid Y.
And I used GetWorld()->SpawnActor to spawn Grid Instances.
GridSetup.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "GridSetup.generated.h"
UCLASS()
class TEST_API AGridSetup : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AGridSetup();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
UPROPERTY(VisibleAnywhere, Category = Grid)
class USphereComponent* sphere;
// resticted max size 50
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Grid, meta = (ClampMin = 0, ClampMax = 50))
int32 grid_x;
// resticted max size 50
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Grid, meta = (ClampMin = 0, ClampMax = 50))
int32 grid_y;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Grid)
float gridSize;
UPROPERTY(EditAnywhere,BlueprintReadWrite, Category = Grid)
TSubclassOf<class AGridBase> Grid;
public:
UPROPERTY(VisibleAnywhere,BlueprintReadWrite, Category = Grid)
TArray <class AGridBase*> gridArray;
// Called every frame
//virtual void Tick(float DeltaTime) override;
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
void SpawnGrid();
};
GridSetup.cpp
#include "GridSetup.h"
#include "GridBase.h"
#include"Engine/Classes/Engine/World.h"
#include "Runtime/Engine/Classes/Components/StaticMeshComponent.h"
#include "Runtime/Engine/Classes/Components/SphereComponent.h"
// Sets default values
AGridSetup::AGridSetup()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = false;
grid_x = 0;
grid_y = 0;
gridSize = 128.0f;
sphere = CreateDefaultSubobject<USphereComponent>(TEXT("SPHERE"));
RootComponent = sphere;
sphere->SetSphereRadius(20.0f);
}
// Called when the game starts or when spawned
void AGridSetup::BeginPlay()
{
Super::BeginPlay();
}
//// Called every frame
//void AGridSetup::Tick(float DeltaTime)
//{
// Super::Tick(DeltaTime);
//
//}
void AGridSetup::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
SpawnGrid(); // spawn function
}
void AGridSetup::SpawnGrid()
{
if (!Grid) // grid is not exist, do not anything.
return;
UWorld* const world = GetWorld();
if (!world) // check world is valid.
return;
for (auto it = gridArray.CreateIterator(); it; it++) // delete all in gridArray
{
(*it)->Destroy();
}
gridArray.Empty();
FVector currentPosition = RootComponent->GetComponentLocation();
float init_y = currentPosition.Y;
float init_x = currentPosition.X;
for (int32 i = grid_x; i != 0; i--)
{
for (int32 j = grid_y; j != 0; j--)
{
//Grid spawn And add to Array
AGridBase* newGrid = world->SpawnActor<AGridBase>(Grid, currentPosition, FRotator::ZeroRotator);
newGrid->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepWorldTransform);
gridArray.Add(newGrid);
//next Y position.
currentPosition.Y += gridSize;
}
//if j end, next position for X and init Y position.
currentPosition.X += gridSize;
currentPosition.Y = init_y;
}
}
I already search another Methods and test my code with OnConstruction() and PostInitializeComponents() but it didn't work.
if I should not Use PostEditChangeProperty() , then What I use for spawn?
and, there is Another Spawn Method can be applied in Blueprint Viewport?
or, There is any Youtube Tutorial making Tile?
I'm using C++ for Unreal Engine about 2 months for study, and I don't know Very much.
please don't tell me "stop using C++, and just use blueprint for game programming"... ;(
[1]: /storage/temp/266181-p1.png
[2]: /storage/temp/266182-p2.png
[3]: /storage/temp/266183-p2-2.pngc++blueprinteditorengine compileTue, 22 Jan 2019 19:19:57 GMTQuingMAC : Visual Studio 2013 must be installed in order to build this target.https://answers.unrealengine.com/questions/867881/mac-visual-studio-2013-must-be-installed-in-order.html
Hi!
I need to build my project with a custom 4.13.1
I'm not sure which version of Visual studio, Xcode and Mono I should install to be compatible.
Engine/Build/BatchFiles/Mac/GenerateProjectFiles.sh
Setting up Unreal Engine 4 project files...
Found mono via known Mono.framework path
Running installed mono, version: Mono JIT compiler version 5.16.0.221 (2018-06/b63e5378e38 Mon Nov 19 18:08:09 EST 2018)
Engine/Build/BatchFiles/Mac/../../../Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj: error : /Users/user/Documents/myproject/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj: Registry function
Generating data for project indexing... 0%
warning: Cannot find PS4 pad lib, please read Engine/Source/ThirdParty/PS4/LibScePad/NoRedistReadme.txt
100%
Writing project files... 0%
UnrealBuildTool Exception: ERROR: Visual Studio 2013 must be installed in order to build this target.visual studiomacengine compilexcodemac os xTue, 22 Jan 2019 16:00:08 GMTjdeville_ilgkWhy when I hit play sometimes after compiling will it behave weird for the first couple times, and then do exactly as I expect it to?https://answers.unrealengine.com/questions/867306/why-when-i-hit-play-sometimes-after-compiling-will.html
I would really like to know! I have noticed it for some time now to realize its not just a coincidence but more than likely a weird bug with UE4.
If I compile and save and then close the program and come back, the first one or two times I hit play SOMETHING will not behave normally. But then, behold! On the third try and thereafter everything is peachy!!!
Someone aside from me has had to have noticed this....engine compileSun, 20 Jan 2019 17:44:39 GMTAXlOMSwitching build configurations triggers recompilationhttps://answers.unrealengine.com/questions/867118/switching-build-configurations-triggers-recompilat.html
When I switch from "DebugGame Editor" to "DebugGame" configuration without any code changes, UBT recompiles around 440 source files as if they weren't compiled already for that configuration. Is there any way to make it not recompile when I switch configurations ?buildengine compilebuildingSat, 19 Jan 2019 18:39:55 GMTCiprian StanciuOverview on making game online without steam ?https://answers.unrealengine.com/questions/866172/overview-on-making-game-online-without-steam.html
Hi i'm working on a project for a while its an open world online game (Maybe something like GTA) and now its time for making all the game play and everything online . I just can't get how to do it . I can't use steam because its unavailable in my country . i'm a bit confused with this multiplayer thing , due to my searches i have to have a dedicated server so that all clients will join to it . now if i'm right with that dedicated server thing . i have 2 question first for creating dedicated server as i saw in tutorials they compile the engine from the source and change some codes and it worked right ? is this the only and the right way to go ? and second after i did this how can i create lobby , sessions and for example how can i create a team deathmatch ? as long as "Create Session" "Find Session" ... are only for subsystems . because for my game i have to rent a server run the dedicated server on it and for example 100 people are able to join to that dedicated server and every 10 of them likes to be in a different session.
again I'm so noob in networking correct me if i'm wrongdedicated serversteamhow toengine compilesubsystemWed, 16 Jan 2019 05:53:27 GMTEZEL3050